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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8263397" data-attributes="member: 42582"><p>Campbell's posts here spoke quite strongly to me.</p><p></p><p>I think that by Campbell's standards I am probably not a strict referee in my adjudication of fictional positioning, I have felt this particularly in my GMIng of Cortex+ Heroic - I think I may have begun with too relaxed an approach and then it becomes hard to tighten it up. In Traveller I think I've done a better job - perhaps because the system encourages a bit more of the traditional allocation of roles/responsibilities to players and referee as participants. My Burning Wheel GM is good in this respect (ie strict on fictional positioning)!</p><p></p><p>I agree that authorship - by which I think [USER=16586]@Campbell[/USER] means <em>directly deciding outcomes</em> rather than <em>relying on the resolution processes </em>- defuses tension and makes things easier. This is why I like the BW approach of having Circles and Wises checks be standard action resolution: the player gets to put forward a "suggestion" but if it matters (if there are genuine stakes relative to the PC's agenda) then a difficulty is set and the check is resolved and the player can learn that things are different from how s/he would have hoped them to be.</p><p></p><p>I'm not 100% sure what is meant be <em>inhabiting the story</em> (cf inhabitation of one's <em>character</em>) but I think forcing things through the process of action resolution is a way of making the situation more vivid from the in-character perspective. I don't play much (cf GMing) but again am reminded of my BW game where the GM was trying to force me into a duel of wits with my mother - in which she would try and persuade me to give up my errantry and stay with her on our estate - and I sidestepped by praying to lift the burdens from her. When the dice for prayer were being rolled my heart was in my mouth. If it had failed I would have felt a little bit broken, like my character!</p><p></p><p>EDIT on this point: most of the prep for this had been done by <em>me</em>, as part of my PC building. The GM didn't have to do much in advance. What he did have to do - and what he did - was to bring my prep to bear on me via my character.</p><p></p><p></p><p>If "heroic" means something in the neighbourhood of "power fantasy" then I would agree. But I think it is compatible with playing a character who feels like someone committed to heroic goals. <em>Complications </em>don't need to be narrated in such a way as to present the character as a loser, or the universe as fundamentally indifferent or even hostile to him/her.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8263397, member: 42582"] Campbell's posts here spoke quite strongly to me. I think that by Campbell's standards I am probably not a strict referee in my adjudication of fictional positioning, I have felt this particularly in my GMIng of Cortex+ Heroic - I think I may have begun with too relaxed an approach and then it becomes hard to tighten it up. In Traveller I think I've done a better job - perhaps because the system encourages a bit more of the traditional allocation of roles/responsibilities to players and referee as participants. My Burning Wheel GM is good in this respect (ie strict on fictional positioning)! I agree that authorship - by which I think [USER=16586]@Campbell[/USER] means [I]directly deciding outcomes[/I] rather than [I]relying on the resolution processes [/I]- defuses tension and makes things easier. This is why I like the BW approach of having Circles and Wises checks be standard action resolution: the player gets to put forward a "suggestion" but if it matters (if there are genuine stakes relative to the PC's agenda) then a difficulty is set and the check is resolved and the player can learn that things are different from how s/he would have hoped them to be. I'm not 100% sure what is meant be [I]inhabiting the story[/I] (cf inhabitation of one's [I]character[/I]) but I think forcing things through the process of action resolution is a way of making the situation more vivid from the in-character perspective. I don't play much (cf GMing) but again am reminded of my BW game where the GM was trying to force me into a duel of wits with my mother - in which she would try and persuade me to give up my errantry and stay with her on our estate - and I sidestepped by praying to lift the burdens from her. When the dice for prayer were being rolled my heart was in my mouth. If it had failed I would have felt a little bit broken, like my character! EDIT on this point: most of the prep for this had been done by [I]me[/I], as part of my PC building. The GM didn't have to do much in advance. What he did have to do - and what he did - was to bring my prep to bear on me via my character. If "heroic" means something in the neighbourhood of "power fantasy" then I would agree. But I think it is compatible with playing a character who feels like someone committed to heroic goals. [I]Complications [/I]don't need to be narrated in such a way as to present the character as a loser, or the universe as fundamentally indifferent or even hostile to him/her. [/QUOTE]
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